#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 1) uniform sampler2D texSampler;

layout(location = 0) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

void main() {

    vec3 envColor = texture(texSampler, fragTexCoord).rgb;

    envColor = envColor / (envColor + vec3(1.0));

    envColor = pow(envColor, vec3(1.0/2.2)); 

    outColor = vec4(envColor, 1.0);

    // outColor = vec4(texture(texSampler, fragTexCoord).rgb, 1.0);
}